๐Ÿ“– Stories guide

Everything about making and playing your own adventures

PlayHow to playFor grown-ups

๐Ÿ“œ What's a story?

A story is an adventure that your family plays together out in the world: meet a stranger in a tavern, chase bandits, find clues, make choices, and face a boss at the end.

One person makes the story in the ๐Ÿ“– Story builder. Call them the Dungeon Master (the DM). The DM lays out cards (each card is one thing that happens) and joins them with arrows (what has to happen before what). Then the game puts every card somewhere real in the world: a town, a cave, a forest, a haunted manor.

โญ The tavern pleaโ†’๐Ÿ”Ž Find the clueโ†’๐Ÿ”€ Help or chase?โ†’๐Ÿ‘‘ Boss fight

Open the builder with the ๐Ÿ“– Story button at the top of the game screen. The first time, bubbles show you round. Press ๐Ÿงญ Tour in the builder to see them again.

๐Ÿš€ Getting started

There are three easy ways to begin:

  1. Play the campaign. Press ๐Ÿ“š Stories and open ๐Ÿ“œ The Shattered Crown, a ready-made adventure. Choose its size (1ร—, 2ร— or 3ร— as many cards), press ๐Ÿ”จ Build, then โ–ถ๏ธ Start the story.
  2. Let the game draw one. Press ๐ŸŽฒ Randomise, answer a few questions (how long, how hard, battles or mystery, how many branches) and a whole story appears. Change anything you like afterwards.
  3. Make your own from scratch. Drag a โญ starting card onto the canvas, add more cards, and draw arrows between them.

Give your story a name in the box at the top. It saves by itself as you go.

๐Ÿƒ The cards

The card list on the left has over 100 cards in groups. Click a group to open it, or type in ๐Ÿ” Search. Drag a card onto the canvas, or just click it to drop it in the middle of what you can see. Point at a card to read what it does.

โญ Starting cardsEvery story begins with exactly one. It gathers the family in one place: a plea in the tavern, the notice board, a dying messenger, a town under attack, the king's summons, a mysterious stranger, a road ambush, or waking up in a dungeon.
โš”๏ธ FightBattles: bandits, goblins, wolves, skeletons and more.
๐Ÿงญ ExploreGo somewhere: scout a cave, visit the old mine, cross the wilds.
๐Ÿ’ฌ TalkFind someone and talk to them. You can write what they say.
๐Ÿ”Ž FindLook for things: clues, lost items, herbs, ore, pearls.
๐Ÿ›ก๏ธ Escort & rescueKeep someone safe, or free prisoners.
๐Ÿงฉ Puzzle & mysteryLevers, riddles, search a room, work out who did it.
๐Ÿ”€ ChoiceThe family picks a path (see Choices and dice).
๐Ÿ‘‘ Boss fightA big finish. Bosses are optional: any card can end a story.
๐Ÿงฉ Quest cardsA whole mini-quest in one card (see Quest cards).

Some cards happen in real places: the haunted manor outside Ravenmoor, Deepdelve Mine, Glimmerwater Cave, the bandits' Rookery. When you build, those cards go there.

โžก๏ธ Arrows and paths

An arrow means "this happens first". To draw one, drag from the โ— dot on the right side of a card to another card.

๐Ÿ”€ Choices and ๐ŸŽฒ dice

Choice cards

Draw an arrow from a choice card to each option. When the family gets there, they pick one, and the other paths close. Some choice cards come with ready-made options (like the three doors: gold, silver or wooden). On others you name the options yourself in the card's settings.

Dice cards

Dice cards let a roll decide: a ๐Ÿ˜Š Charm roll to talk your way past, a ๐Ÿ’ช Strength roll to break a gate, a ๐Ÿ‘๏ธ Perception or ๐Ÿคธ Agility roll. They always have exactly two arrows:

Whoever clicks rolls for the family (a d20 plus their quality), and everyone in the story sees the roll.

โœ๏ธ Changing a card

Click a card on the canvas. Its settings open in the panel on the right:

Click an empty part of the canvas and the panel shows the story's settings and a quick "How it works".

โš™๏ธ Story settings

Press โš™๏ธ Settings at the top:

How hardEasy, Normal, Hard or Heroic: the level of every fight (a card's own setting wins).
WhereClose to home, the region, or across the whole realm: how far from the starting town the cards are spread.
Starting townWhere the story begins, or wherever most of the family is. (A few starting cards always begin in their own town.)
How scarySpooky or cosy: decides which bosses the engine may pick, and what ๐ŸŽฒ Randomise draws.
DungeonsOn or off: whether cards may go underground.

If a card doesn't fit the settings (a spooky card in a cosy story, say), the โš™๏ธ button turns orange and tells you which.

๐Ÿงฉ Quest cards

A quest card is a whole mini-quest in one card, with 2 to 4 cards inside: the dragon's egg, the witch's bargain, the heist, the tournament and many more. Some have a choice inside. Join a quest card up with arrows like any other card.

๐Ÿ”จ Build and โ–ถ๏ธ play

  1. When nothing needs fixing, the bar at the bottom turns green: โœ… The story is ready.
  2. Press ๐Ÿ”จ Build. The game places every card somewhere real in the world, sets each fight's level so the family grows stronger as they go, and shows on each card where it happens. Press ๐Ÿ—บ Show on map to see them all.
  3. Don't like the places? ๐Ÿ” Rebuild picks other ones.
  4. Press โ–ถ๏ธ Start the story when everyone's ready. Everyone online is brought to where the story begins.

Changed something after building? Build again: the green bar tells you when it's needed.

๐ŸŽญ While you play

๐Ÿ“š Your library

Press ๐Ÿ“š Stories to see:

๐Ÿ”ง Fixing problems

The bar at the bottom lists what needs fixing before you can build. Click a problem to jump to its card. The usual ones:

โŒจ๏ธ Shortcuts

Drag the backgroundMove around the canvas
Scroll / pinchZoom in and out (or the + and โˆ’ buttons)
โคข FitShow the whole story
DeleteRemove the selected card or arrow
Ctrl + ZUndo (or โ†ถ Undo)
๐Ÿงน ClearEmpty the whole canvas
๐Ÿงญ TourShow the builder's bubbles again